Hi,

I want to use a texture as a 2D vec4 array, without alpha effects, but I'm running into this problem where the sampled R,G, and B values are modified by the alpha value:

// to test, all colors in the texture image are (1,0,0,0.5)

vec4 color = texture2D(texture0,coords.st);

// result: color = (0.5,0,0,0.5)

--------------------------------------

// all colors in the texture image are (0,1,0,0.75)

vec4 color = texture2D(texture0,coords.st);

// result: color = (0,0.75,0,0.75)

--------------------------------------

what I want is the result to be the same as what I set in the texture image, not with the R,G, and B values modified.

Anyone have any ideas?